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Tuuvas

ED Beta Testers
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Everything posted by Tuuvas

  1. Since a lot of people wanted to have a dedicated console controller for TEDAC-only use, I decided to put together a couple layouts depending on what type of controller you're using. I designed these layouts based on the following assumptions/restrictions: No 3rd Party controller software. Must be configured within DCS only. Only 1 modifier used. Otherwise you might as well use my complete control layout for the Apache. Already have a head tracker solution. There's technically room for Camera Horizontal/Vertical, but I'll let you figure that out. Somewhat replicates the TEDAC controller layout. It's not perfect obviously as some gamepad-specific optimizations are made First up is a layout that should work for both Xbox and PlayStation controllers. Note, nothing is bound to the triggers since I assume the Laser Trigger and Weapon Trigger will be buttons. Not axes. Even if ED made the Laser/Weapon Triggers axes, it still may not be possible to bind since Xbox triggers share a single axis: Second up is a layout specifically for PlayStation 4 and PlayStation 5 controllers. Unlike the Xbox controller above, PS4 and PS5 controllers actually have buttons in their triggers in addition to being axes. As a result, they can be bound to buttons like Laser Trigger and Weapon Trigger: The above layouts are based on input from a number of fantastic resources, from @bradmick's already existing controller profiles, to input from a number of SMEs that frequent the ED Discord, and finally Wags' binding video. I hope this helps you hit the ground running when you finally get access to that CPG seat.
  2. Here are blank templates you can use for your own binds:
  3. Most times default bindings don't work the way they were intended. From having double binds causing rudder pedals to manipulate the stick... to console controller triggers setting throttle to 50% without any input... honestly it's best to just remove all default device bindings. Everyone who plays DCS clears defaults to start from scratch anyways, and those who don't get frustrated and give up on DCS entirely. Unless others feel differently, it's better for everyone to remove default keybinds on non-keyboard and non-mouse devices. If we want to go deeper on the gamepad topic, see my recommended default bindings here: Or even better, introduce better gamepad support by: Allowing Mouse X and Mouse Y to be bindable axes under UI Layer Removing double-bind restrictions between UI Layer actions and modifier assignments Adding a single axis bind for Mouse Scroll Up/Down For more details, see my other wishlist topic here:
  4. Whether it's a quarter mile away or three-quarters of a mile... you'll always be phamily
  5. Unfortunately there's no way to introduce relative axis control to DCS axes. The only reason I could get it working for camera look is because I'm actually controlling the mouse and not the in-game bound "Camera Horizontal/Vertical" controls. Hopefully one day ED will expand the controls menu to better support limited controllers like console gamepads
  6. With all the recent and upcoming Viper changes, I thought it would be good to put together a gamepad tutorial for it. This video goes over both setting up bindings as well as basic F-16 usage.
  7. To control the mouse using a DualShock 4 or DualSense gamepad for DCS, you'll need to setup a profile in DS4Windows appropriately. See the DS4Windows tutorial here: Alternatively, to control the mouse using a Xbox 360/One/Series S/X gamepad for DCS, you can follow this Input Mapper 1.7 tutorial: Once you've configured your gamepad profile to control Mouse click and movement, you can now setup your DCS bindings referencing any of the Xbox Controller Layouts in this imgur album here: https://imgur.com/a/0y4YsYp Just keep in mind, DO NOT BIND "Camera Horizontal" and "Camera Vertical" to Right Stick if you're using Input Mapper or DS4Windows to control the Mouse. Only bind "Force Cursor On/Off" to toggle between camera control and cursor control. Additionally, as stated in the DS4Windows tutorial, remember to bind Rudder and Zoom View under the "Controller (XBOX 360 For Windows)" device category. Every other control should be bound under the "Wireless Controller" device category. And lastly, make sure Steam Controller Configurator is turned OFF when playing DCS. This will collide with Input Mapper and DS4Windows. I tried getting Steam Controller Configurator to work as an alternative option, but unfortunately it just doesn't want to play nice and let me bind multiple actions to a single button or axis. It's really frustrating.
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  8. Understandable. If you've already got your controller setup the way you want it, then there's no need to change anything. It would be especially bad if DCS modified controller behavior so much that it breaks your particular setup. That said, although I personally still think PlayStation gamepad owners have drawn the short straw, the suggestions I proposed above shouldn't affect users who like the individual L2 R2 axes setup. In the meantime, I've put together a workaround using DS4Windows and a virtual Xbox 360 for Windows device. https://youtu.be/iWUSGduasVk
  9. I've recently purchased a DualSense controller to see what kind of challenges the PlayStation people are running into. Turns out the L2 and R2 triggers are completely different axes (unlike the Xbox LT and RT being the top and bottom halves of a single axis), and currently it's impossible to bind them properly to the Rudder axis. I'm not entirely sure what can be done to allow PlayStation controllers to work properly, but here's some spitball ideas: Add individual "Rudder Left" and "Rudder Right" axes. Under Axis Tune, allow the Saturation X and Y sliders to invert. For example, they currently go 0 to 100, but perhaps allow them to invert by going from -100 to 0 to 100? This likely isn't the correct way to go about it... Alternative to #2 above, maybe instead have an "invert Saturation" checkbox? ... more ideas to come with further testing But either way, our PlayStation gamepad users have definitely drawn the short straw when it comes to these trigger axes.
  10. Bumping as I think this is a fantastic idea, especially for playstation gamepad controllers which are forced to have L2 and R2 as separate axis bindings (Dualshock 4 and Dualsense controllers)
  11. Oh wow, that's actually a fantastic point. I can't believe that wasn't obvious already lol, especially since I own the F-14. I was primarily basing my understanding off the SA-342: But yeah, that totally makes sense that you should only have to worry about the other seat when you're already the Pilot or the CPG. Now that I think about it... in a 3 or more seat scenario though, I'm not sure if "Cycle Available Seats" would even be feasible... at least if there's multiple profiles to worry about. It would probably work for the Gazelle since there's only 1 profile for all controls, but not so much for the F-14, AH-64D... etc
  12. Wow that's some great work, I'm glad there's other people putting together similar layouts and sharing them! Which reminds me... before I forget, here's a link to my whole album of Xbox Controller Layouts for different DCS modules: https://imgur.com/a/0y4YsYp If anyone has any questions, feel free to reach out and I'll do my best to clarify anything.
  13. Below are a few items I think would add a huge benefit to gamepad users (and even other types of controller users) in DCS: Add Mouse Movement Binding Options to Axis Commands (along with sensitivity sliders). This adds two major benefits: Considering we already have the ability to bind Left and Right Mouse Click, also adding Mouse X/Y control with a gamepad axis would enhance this further by allowing the player to interact with the majority of cockpit controls. A "free" by-product of this is the introduction of Relative Camera controls when used in conjunction with "Force Cursor On/Off". Toggling Cursor On/Off would allow the player to switch between Cursor control and Relative Camera movement. Currently only Absolute Camera movement is possible. Allow UI Layer Actions to Double Bind with Modifier Assignments. Since modifiers by themselves don't actually do anything, it should be safe to allow them to also function as Left/Right Mouse Click as desired, especially when used in conjunction with "Force Cursor On/Off". This can be a confusing topic, so feel free to reach out to me for clarification. Example: Left Bumper set to Mouse Right Click, UI Layer modifier, and module modifier all at the same time. Allow Mouse Scroll Up and Down to be Bound to an Axis (along with sensitivity sliders). This should cover missing cockpit intractability when trying to click and drag items like the Hornet's Radar Altimeter knob or the Viper's Backup ADI knob. With the above additions, gamepad users will be able to fully utilize even full fidelity aircraft. For more details on why this is beneficial, see the below video I put together for this very same wishlist: DCS definitely is not "meant" or designed to be played with a console mindset; however, despite that I've found ways to make a gamepad completely viable. As a result I was able to, ironically, eliminate one of the major barriers of entry for this free-to-play game: cost. In my opinion, no one should have to invest hundreds of dollars into flying-themed gaming controllers just to even play DCS. What if they find out they don't like DCS after all? It's not like they'll be able to play racing games, fighting games, or first person shooters with a low-to-mid level HOTAS at $169.59 USD. At least they can still use that gamepad they have lying around; or alternatively, maybe one day they'll find they love DCS so much that they're willing to purchase a high-end HOTAS. Just so they can play DCS the way it's intended. My goal is to open up DCS to as many people as possible. The more people that play DCS, the more potential there is for money flowing into DCS, which results in more development towards DCS by Eagle Dynamics and 3rd Parties. Heck, even HOTAS makers would benefit from a larger player pool. People just need to be shown that DCS is accessible in the first place. It's hard, sure, but at least accessible. ___________________________________________________________________ See the below link for my album of Xbox Controller Layouts: https://imgur.com/a/0y4YsYp
  14. With all the different updates and upgrades being released for the F-16C, I thought it would be good to come up with an Xbox Controller layout for those who aren't able to afford a proper HOTAS. Hopefully this will allow them to give DCS an honest shot, and maybe encourage them to save up for a proper HOTAS later. Or if they find out they actually don't like DCS... at least they don't have an expensive HOTAS gathering dust on the shelf.
  15. When the same Controller Axis is bound twice (once without a modifier, and once with a modifier) to a single DCS Axis, the "Axis Tune" modal fails to save its settings. Steps to Reproduce: Assign a Controller Axis Input to a DCS axis (ex. Axis Commands - Rudder) Assign the same Controller Axis Input again, but with a Modifier as well Confirm that the single DCS axis now has two bindings from the single Controller Axis, but with and without a modifier Select that DCS Axis Click "Axis Tune" Adjust tuning options however desired (ex. add curve, adjust saturation, invert, whatever you want) Click the dropdown for "Axis Tune" in the Axis Tune modal Select the 2nd binding option (note. name does not accurately reflect Controller Axis Input + Modifier combination) Adjust tuning options however desired for 2nd "Axis Tune" dropdown selection (ex. add curve, adjust saturation, invert, whatever you want) Click "OK" in the "Axis Tune" modal to save Select that DCS Axis again Click "Axis Tune" again Observe the currently saved "Axis Tune" settings for both Controller Axis Inputs Expected Results: Axis Tune settings should save for each Controller Axis Input Actual Results: Axis Tune settings do not save when two of the same Controller Axis Inputs (with and without modifier) are configured for a single DCS axis Versions tested: DCS 2.7.8.16140 Open beta DCS 2.7.7.15038 Stable update Note: This is NOT an issue when using two completely different axes for the same binding. This is ONLY a problem when using the same Controller Axis twice with modifier/no modifier combinations. See video demonstration of the issue here (recommend turning sound on): https://i.imgur.com/078TWgD.mp4
  16. True, though I imagine this would become less ideal once a module is released with more than 2 seats?
  17. I know we don't know for sure what the controls will be like, but if it's anything like other modules, chances are we'll have 2 separate bindings for changing seats: Set Pilot Seat Set CPG Seat Instead, or in addition to, it would be nice to have a binding like the following: Cycle Pilot/CPG Seat Or this can be more ambiguous for other multicrew modules as "Cycle Aircraft Seats". This way, for those who like to bind everything they'd ever use to a controller, they can save 1 precious button of real estate. This isn't a huge thing or anything, but thought I'd recommend this going forward for multicrew modules.
  18. Thanks for the input @kgillers3! I absolutely want to make sure there's as little movement between modifiers as possible. I've taken your suggestions and made them in the new layout below. Additionally, I made some other changes around the levels of a couple actions which I thought would only be used once in a while during the flight: NVS TADS/PNVS and SYMBOLOGY UP/DOWN. I moved these behind both modifiers since I wouldn't expect the CPG nor Pilot to use these terribly often. What do you think? Also considering I have 2 free slots in the Left Modifier section, do you have any recommendations on what I should bind to <- and -> ? Btw is it safe to say that the FCR FOV Z, N, W, M will also affect the TADS? It just depends on whether I've Sight Selected FCR or TADS? Specifically this hat:
  19. Also, since there's a lot of talk about using an Xbox Controller separately for the TEDAC specifically, I just wanted to make it clear that this layout is meant to fully control the AH-64D. This is NOT a layout specifically for the TEDAC
  20. Edit: I've updated the layout below based on feedback from many people in the community. You guys are all awesome! AH-64D Apache Longbow null Please keep in mind that the Apache is not released yet as of this post. This is simply to provide a layout for gamepad users so they have something once the Apache is available. The controls I've chosen to bind are based on the following resources: CasmoTV's Apache Controls Overview BradMick's Apache Control Mapping Recommendation Eagle Dynamics Discord - DCS Helicopter Chat channel Low Level Hell Discord - Apache channel Mi-24P Hind's Petrovich AI Menu Wags' binding and startup video Let me know what you guys think. Is there a more ergonomic way of laying out these controls? Are any key bindings completely missing? Perhaps there's some unnecessary ones?
  21. It's because that's the tanker's final waypoint. It makes that abrupt bank/dive because it's beginning its landing sequence.
  22. What you're basically looking for is relative axis control - a similar function would be using a console controller thumbstick to turn the pilot's head. There are two ways to do this that I'm aware of Absolute Camera Horizontal/Vertical This is when the position of the pilot's face is tied directly to the position of the axis. If you push the stick left 50% and hold it there, the pilot's head turns left 50% of the way and holds that position for as long as the thumbstick holds that position. The moment the player lets go of the stick, since the thumbstick snaps to center, so does the pilot's head. This is similar to what you're describing for your spring-centered ministick and how it affects the nozzles. Relative Camera Horizontal/Vertical This is when the position of the pilot's face is adjusted by the relative position of the axis. If you push the stick left 50% and hold it there, the pilot's head continues turning until it cannot turn anymore. In any first-person shooter, action RPG, etc, the character would simply keep spinning/turning indefinitely. Once the player lets go of the stick, since the thumbstick snaps to center, the character/pilot will simply stop turning instead of returning to a center point. This is the kind of action you're looking for. Unfortunately #2 above doesn't exist in DCS except for a select few axis actions. One notable example is the F/A-18C Hornet's radar elevation control. This behaves like a relative axis, compared to say... the F-15C's radar elevation control which is an absolute axis.
  23. When setting up the Follow action, there is an option to give the unit an interval (how far left/right of target) to follow. This is incorrectly labeled as "Countermeasures Fl" instead of "Interval". See below:
  24. Btw, I just now realize I'm completely forgetting about the "Game" setting crowd as they would probably benefit the most from... say... a dedicated "Target Lock" button. I've updated the above "Proposed Default Bindings" image to include "Target Lock" as Right Stick click. This may even be beneficial for Flanker pilots who want to target lock with the HMD since Right Stick is also camera movement.
  25. See the video below for an idea of what it would be like to control DCS head-movement by mapping the right stick to mouse. This should illustrate how much easier it would be to control the camera with relative controls instead of absolute:
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